/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2014 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#include "Matrix4.h"

namespace OCPP
{

    const Matrix4 Matrix4::ZERO(
        0, 0, 0, 0,
        0, 0, 0, 0,
        0, 0, 0, 0,
        0, 0, 0, 0 );
    
    const Affine3 Affine3::ZERO(
        0, 0, 0, 0,
        0, 0, 0, 0,
        0, 0, 0, 0);

    const Affine3 Affine3::IDENTITY(
        1, 0, 0, 0,
        0, 1, 0, 0,
        0, 0, 1, 0);

    const Matrix4 Matrix4::IDENTITY(
        1, 0, 0, 0,
        0, 1, 0, 0,
        0, 0, 1, 0,
        0, 0, 0, 1 );

    const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE(
        0.5,    0,  0, 0.5, 
          0, -0.5,  0, 0.5, 
          0,    0,  1,   0,
          0,    0,  0,   1);

    //-----------------------------------------------------------------------
    static float
        MINOR(const TransformBaseReal& m, const size_t r0, const size_t r1, const size_t r2,
                                const size_t c0, const size_t c1, const size_t c2)
    {
        return m[r0][c0] * (m[r1][c1] * m[r2][c2] - m[r2][c1] * m[r1][c2]) -
            m[r0][c1] * (m[r1][c0] * m[r2][c2] - m[r2][c0] * m[r1][c2]) +
            m[r0][c2] * (m[r1][c0] * m[r2][c1] - m[r2][c0] * m[r1][c1]);
    }
    //-----------------------------------------------------------------------
    Matrix4 Matrix4::adjoint() const
    {
        return Matrix4( MINOR(*this, 1, 2, 3, 1, 2, 3),
            -MINOR(*this, 0, 2, 3, 1, 2, 3),
            MINOR(*this, 0, 1, 3, 1, 2, 3),
            -MINOR(*this, 0, 1, 2, 1, 2, 3),

            -MINOR(*this, 1, 2, 3, 0, 2, 3),
            MINOR(*this, 0, 2, 3, 0, 2, 3),
            -MINOR(*this, 0, 1, 3, 0, 2, 3),
            MINOR(*this, 0, 1, 2, 0, 2, 3),

            MINOR(*this, 1, 2, 3, 0, 1, 3),
            -MINOR(*this, 0, 2, 3, 0, 1, 3),
            MINOR(*this, 0, 1, 3, 0, 1, 3),
            -MINOR(*this, 0, 1, 2, 0, 1, 3),

            -MINOR(*this, 1, 2, 3, 0, 1, 2),
            MINOR(*this, 0, 2, 3, 0, 1, 2),
            -MINOR(*this, 0, 1, 3, 0, 1, 2),
            MINOR(*this, 0, 1, 2, 0, 1, 2));
    }
    //-----------------------------------------------------------------------
    float TransformBaseReal::determinant() const
    {
        return m[0][0] * MINOR(*this, 1, 2, 3, 1, 2, 3) -
            m[0][1] * MINOR(*this, 1, 2, 3, 0, 2, 3) +
            m[0][2] * MINOR(*this, 1, 2, 3, 0, 1, 3) -
            m[0][3] * MINOR(*this, 1, 2, 3, 0, 1, 2);
    }
    //-----------------------------------------------------------------------
    Matrix4 Matrix4::inverse() const
    {
        float m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3];
        float m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3];
        float m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3];
        float m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3];

        float v0 = m20 * m31 - m21 * m30;
        float v1 = m20 * m32 - m22 * m30;
        float v2 = m20 * m33 - m23 * m30;
        float v3 = m21 * m32 - m22 * m31;
        float v4 = m21 * m33 - m23 * m31;
        float v5 = m22 * m33 - m23 * m32;

        float t00 = + (v5 * m11 - v4 * m12 + v3 * m13);
        float t10 = - (v5 * m10 - v2 * m12 + v1 * m13);
        float t20 = + (v4 * m10 - v2 * m11 + v0 * m13);
        float t30 = - (v3 * m10 - v1 * m11 + v0 * m12);

        float invDet = 1 / (t00 * m00 + t10 * m01 + t20 * m02 + t30 * m03);

        float d00 = t00 * invDet;
        float d10 = t10 * invDet;
        float d20 = t20 * invDet;
        float d30 = t30 * invDet;

        float d01 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
        float d11 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
        float d21 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
        float d31 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet;

        v0 = m10 * m31 - m11 * m30;
        v1 = m10 * m32 - m12 * m30;
        v2 = m10 * m33 - m13 * m30;
        v3 = m11 * m32 - m12 * m31;
        v4 = m11 * m33 - m13 * m31;
        v5 = m12 * m33 - m13 * m32;

        float d02 = + (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
        float d12 = - (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
        float d22 = + (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
        float d32 = - (v3 * m00 - v1 * m01 + v0 * m02) * invDet;

        v0 = m21 * m10 - m20 * m11;
        v1 = m22 * m10 - m20 * m12;
        v2 = m23 * m10 - m20 * m13;
        v3 = m22 * m11 - m21 * m12;
        v4 = m23 * m11 - m21 * m13;
        v5 = m23 * m12 - m22 * m13;

        float d03 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
        float d13 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
        float d23 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
        float d33 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet;

        return Matrix4(
            d00, d01, d02, d03,
            d10, d11, d12, d13,
            d20, d21, d22, d23,
            d30, d31, d32, d33);
    }
    //-----------------------------------------------------------------------
    Affine3 Affine3::inverse() const
    {
        float m10 = m[1][0], m11 = m[1][1], m12 = m[1][2];
        float m20 = m[2][0], m21 = m[2][1], m22 = m[2][2];

        float t00 = m22 * m11 - m21 * m12;
        float t10 = m20 * m12 - m22 * m10;
        float t20 = m21 * m10 - m20 * m11;

        float m00 = m[0][0], m01 = m[0][1], m02 = m[0][2];

        float invDet = 1 / (m00 * t00 + m01 * t10 + m02 * t20);

        t00 *= invDet; t10 *= invDet; t20 *= invDet;

        m00 *= invDet; m01 *= invDet; m02 *= invDet;

        float r00 = t00;
        float r01 = m02 * m21 - m01 * m22;
        float r02 = m01 * m12 - m02 * m11;

        float r10 = t10;
        float r11 = m00 * m22 - m02 * m20;
        float r12 = m02 * m10 - m00 * m12;

        float r20 = t20;
        float r21 = m01 * m20 - m00 * m21;
        float r22 = m00 * m11 - m01 * m10;

        float m03 = m[0][3], m13 = m[1][3], m23 = m[2][3];

        float r03 = - (r00 * m03 + r01 * m13 + r02 * m23);
        float r13 = - (r10 * m03 + r11 * m13 + r12 * m23);
        float r23 = - (r20 * m03 + r21 * m13 + r22 * m23);

        return Affine3(
            r00, r01, r02, r03,
            r10, r11, r12, r13,
            r20, r21, r22, r23);
    }
    //-----------------------------------------------------------------------
    void TransformBaseReal::makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation)
    {
        // Ordering:
        //    1. Scale
        //    2. Rotate
        //    3. Translate

        Matrix3 rot3x3;
        orientation.ToRotationMatrix(rot3x3);

        // Set up final matrix with scale, rotation and translation
        m[0][0] = scale.x * rot3x3[0][0]; m[0][1] = scale.y * rot3x3[0][1]; m[0][2] = scale.z * rot3x3[0][2]; m[0][3] = position.x;
        m[1][0] = scale.x * rot3x3[1][0]; m[1][1] = scale.y * rot3x3[1][1]; m[1][2] = scale.z * rot3x3[1][2]; m[1][3] = position.y;
        m[2][0] = scale.x * rot3x3[2][0]; m[2][1] = scale.y * rot3x3[2][1]; m[2][2] = scale.z * rot3x3[2][2]; m[2][3] = position.z;

        // No projection term
        m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
    }
    //-----------------------------------------------------------------------
    void TransformBaseReal::makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation)
    {
        // Invert the parameters
        Vector3 invTranslate = -position;
        Vector3 invScale(1 / scale.x, 1 / scale.y, 1 / scale.z);
        Quaternion invRot = orientation.Inverse();

        // Because we're inverting, order is translation, rotation, scale
        // So make translation relative to scale & rotation
        invTranslate = invRot * invTranslate; // rotate
        invTranslate *= invScale; // scale

        // Next, make a 3x3 rotation matrix
        Matrix3 rot3x3;
        invRot.ToRotationMatrix(rot3x3);

        // Set up final matrix with scale, rotation and translation
        m[0][0] = invScale.x * rot3x3[0][0]; m[0][1] = invScale.x * rot3x3[0][1]; m[0][2] = invScale.x * rot3x3[0][2]; m[0][3] = invTranslate.x;
        m[1][0] = invScale.y * rot3x3[1][0]; m[1][1] = invScale.y * rot3x3[1][1]; m[1][2] = invScale.y * rot3x3[1][2]; m[1][3] = invTranslate.y;
        m[2][0] = invScale.z * rot3x3[2][0]; m[2][1] = invScale.z * rot3x3[2][1]; m[2][2] = invScale.z * rot3x3[2][2]; m[2][3] = invTranslate.z;        

        // No projection term
        m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
    }
    //-----------------------------------------------------------------------
    void Affine3::decomposition(Vector3& position, Vector3& scale, Quaternion& orientation) const
    {
        Matrix3 matQ;
        Vector3 vecU;
        linear().QDUDecomposition( matQ, scale, vecU );

        orientation = Quaternion( matQ );
        position = Vector3( m[0][3], m[1][3], m[2][3] );
    }

}
